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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Choose Your Own Procedural Adventure</title>
<style>
body {
font-family: 'Courier New', monospace;
background-color: #222;
color: #eee;
margin: 0;
padding: 0;
overflow: hidden;
display: flex;
flex-direction: column;
height: 100vh;
}
#game-container {
display: flex;
flex-grow: 1;
overflow: hidden;
}
#scene-container {
flex-grow: 3;
position: relative;
border-right: 2px solid #555;
min-width: 200px;
background-color: #1a1a1a;
height: 100%;
box-sizing: border-box;
}
#ui-container {
flex-grow: 2;
padding: 20px;
overflow-y: auto;
background-color: #333;
min-width: 280px;
height: 100%;
box-sizing: border-box;
display: flex;
flex-direction: column;
}
#scene-container canvas { display: block; }
#story-title {
color: #ffcc66;
margin-top: 0;
margin-bottom: 15px;
border-bottom: 1px solid #555;
padding-bottom: 10px;
font-size: 1.4em;
}
#story-content {
margin-bottom: 20px;
line-height: 1.6;
flex-grow: 1;
}
#story-content p { margin-bottom: 1em; }
#story-content p:last-child { margin-bottom: 0; }
#stats-inventory-container {
margin-bottom: 20px;
padding-bottom: 15px;
border-bottom: 1px solid #555;
font-size: 0.9em;
}
#stats-display, #inventory-display {
margin-bottom: 10px;
line-height: 1.8;
}
#stats-display span, #inventory-display span {
display: inline-block;
background-color: #444;
padding: 3px 8px;
border-radius: 15px;
margin-right: 8px;
margin-bottom: 5px;
border: 1px solid #666;
white-space: nowrap;
}
#stats-display strong, #inventory-display strong { color: #aaa; margin-right: 5px; }
#inventory-display em { color: #888; font-style: normal; }
#inventory-display .item-quest { background-color: #666030; border-color: #999048;}
#inventory-display .item-weapon { background-color: #663030; border-color: #994848;}
#inventory-display .item-armor { background-color: #306630; border-color: #489948;}
#inventory-display .item-spell { background-color: #303066; border-color: #484899;}
#inventory-display .item-unknown { background-color: #555; border-color: #777;}
#choices-container {
margin-top: auto;
padding-top: 15px;
border-top: 1px solid #555;
}
#choices-container h3 { margin-top: 0; margin-bottom: 10px; color: #aaa; }
#choices { display: flex; flex-direction: column; gap: 10px; }
.choice-button {
display: block; width: 100%; padding: 10px 12px; margin-bottom: 0;
background-color: #555; color: #eee; border: 1px solid #777;
border-radius: 5px; cursor: pointer; text-align: left;
font-family: 'Courier New', monospace; font-size: 1em;
transition: background-color 0.2s, border-color 0.2s;
box-sizing: border-box;
}
.choice-button:hover:not(:disabled) { background-color: #d4a017; color: #222; border-color: #b8860b; }
.choice-button:disabled { background-color: #444; color: #888; cursor: not-allowed; border-color: #666; opacity: 0.7; }
.roll-success { color: #7f7; border-left: 3px solid #4a4; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
.roll-failure { color: #f77; border-left: 3px solid #a44; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
</style>
</head>
<body>
<div id="game-container">
<div id="scene-container"></div>
<div id="ui-container">
<h2 id="story-title">Loading Adventure...</h2>
<div id="story-content">
<p>Please wait while the adventure loads.</p>
</div>
<div id="stats-inventory-container">
<div id="stats-display"></div>
<div id="inventory-display"></div>
</div>
<div id="choices-container">
<h3>What will you do?</h3>
<div id="choices"></div>
</div>
</div>
</div>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/[email protected]/build/three.module.js",
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
const sceneContainer = document.getElementById('scene-container');
const storyTitleElement = document.getElementById('story-title');
const storyContentElement = document.getElementById('story-content');
const choicesElement = document.getElementById('choices');
const statsElement = document.getElementById('stats-display');
const inventoryElement = document.getElementById('inventory-display');
let scene, camera, renderer;
let currentAssemblyGroup = null;
// Materials
const stoneMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8, metalness: 0.1 });
const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.7, metalness: 0 });
const darkWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x5C3D20, roughness: 0.7, metalness: 0 });
const leafMaterial = new THREE.MeshStandardMaterial({ color: 0x2E8B57, roughness: 0.6, metalness: 0 });
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.9, metalness: 0 });
const metalMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.8, roughness: 0.3 });
const templeMaterial = new THREE.MeshStandardMaterial({ color: 0xA99B78, roughness: 0.7, metalness: 0.1 });
const errorMaterial = new THREE.MeshStandardMaterial({ color: 0xffa500, roughness: 0.5 });
const gameOverMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.5 });
const dirtMaterial = new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 });
const grassMaterial = new THREE.MeshStandardMaterial({ color: 0x3CB371, roughness: 0.8 });
const oceanMaterial = new THREE.MeshStandardMaterial({ color: 0x1E90FF, roughness: 0.5, metalness: 0.2 });
const sandMaterial = new THREE.MeshStandardMaterial({ color: 0xF4A460, roughness: 0.9 });
const wetStoneMaterial = new THREE.MeshStandardMaterial({ color: 0x2F4F4F, roughness: 0.7 });
const glowMaterial = new THREE.MeshStandardMaterial({ color: 0x00FFAA, emissive: 0x00FFAA, emissiveIntensity: 0.5 });
function initThreeJS() {
if (!sceneContainer) { console.error("Scene container not found!"); return; }
scene = new THREE.Scene();
scene.background = new THREE.Color(0x222222);
const width = sceneContainer.clientWidth;
const height = sceneContainer.clientHeight;
camera = new THREE.PerspectiveCamera(75, (width / height) || 1, 0.1, 1000);
camera.position.set(0, 2.5, 7);
camera.lookAt(0, 0.5, 0);
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(width || 400, height || 300);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
sceneContainer.appendChild(renderer.domElement);
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
window.addEventListener('resize', onWindowResize, false);
setTimeout(onWindowResize, 100);
animate();
}
function onWindowResize() {
if (!renderer || !camera || !sceneContainer) return;
const width = sceneContainer.clientWidth;
const height = sceneContainer.clientHeight;
if (width > 0 && height > 0) {
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}
}
function animate() {
requestAnimationFrame(animate);
const time = performance.now() * 0.001;
scene.traverse(obj => {
if (obj.userData.update) obj.userData.update(time);
});
if (renderer && scene && camera) {
renderer.render(scene, camera);
}
}
function createMesh(geometry, material, position = { x: 0, y: 0, z: 0 }, rotation = { x: 0, y: 0, z: 0 }, scale = { x: 1, y: 1, z: 1 }) {
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(position.x, position.y, position.z);
mesh.rotation.set(rotation.x, rotation.y, rotation.z);
mesh.scale.set(scale.x, scale.y, scale.z);
mesh.castShadow = true; mesh.receiveShadow = true;
return mesh;
}
function createGroundPlane(material = groundMaterial, size = 20) {
const groundGeo = new THREE.PlaneGeometry(size, size);
const ground = new THREE.Mesh(groundGeo, material);
ground.rotation.x = -Math.PI / 2; ground.position.y = -0.05;
ground.receiveShadow = true; ground.castShadow = false;
return ground;
}
// Procedural Generation Functions
function createDefaultAssembly() {
const group = new THREE.Group();
const sphereGeo = new THREE.SphereGeometry(0.5, 16, 16);
group.add(createMesh(sphereGeo, stoneMaterial, { x: 0, y: 0.5, z: 0 }));
group.add(createGroundPlane());
return group;
}
function createCityGatesAssembly() {
const group = new THREE.Group();
const gh=4, gw=1.5, gd=0.8, ah=1, aw=3;
const tlGeo = new THREE.BoxGeometry(gw, gh, gd);
group.add(createMesh(tlGeo, stoneMaterial, { x:-(aw/2+gw/2), y:gh/2, z:0 }));
const trGeo = new THREE.BoxGeometry(gw, gh, gd);
group.add(createMesh(trGeo, stoneMaterial, { x:(aw/2+gw/2), y:gh/2, z:0 }));
const aGeo = new THREE.BoxGeometry(aw, ah, gd);
group.add(createMesh(aGeo, stoneMaterial, { x:0, y:gh-ah/2, z:0 }));
const cs=0.4;
const cg = new THREE.BoxGeometry(cs, cs, gd*1.1);
for(let i=-1; i<=1; i+=2){
group.add(createMesh(cg.clone(), stoneMaterial, { x:-(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 }));
group.add(createMesh(cg.clone(), stoneMaterial, { x:(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 }));
}
group.add(createMesh(cg.clone(), stoneMaterial, { x:0, y:gh+ah-cs/2, z:0 }));
group.add(createGroundPlane(stoneMaterial));
return group;
}
function createWeaponsmithAssembly() {
const group = new THREE.Group();
const bw=3, bh=2.5, bd=3.5;
const bGeo = new THREE.BoxGeometry(bw, bh, bd);
group.add(createMesh(bGeo, darkWoodMaterial, { x:0, y:bh/2, z:0 }));
const ch=3.5;
const cGeo = new THREE.CylinderGeometry(0.3, 0.4, ch, 8);
group.add(createMesh(cGeo, stoneMaterial, { x:bw*0.3, y:ch/2, z:-bd*0.3 }));
group.add(createGroundPlane());
return group;
}
function createTempleAssembly() {
const group = new THREE.Group();
const bs=5, bsh=0.5, ch=3, cr=0.25, rh=0.5;
const bGeo = new THREE.BoxGeometry(bs, bsh, bs);
group.add(createMesh(bGeo, templeMaterial, { x:0, y:bsh/2, z:0 }));
const cGeo = new THREE.CylinderGeometry(cr, cr, ch, 12);
const cPos = [{x:-bs/3, z:-bs/3}, {x:bs/3, z:-bs/3}, {x:-bs/3, z:bs/3}, {x:bs/3, z:bs/3}];
cPos.forEach(p=>group.add(createMesh(cGeo.clone(), templeMaterial, { x:p.x, y:bsh+ch/2, z:p.z })));
const rGeo = new THREE.BoxGeometry(bs*0.9, rh, bs*0.9);
group.add(createMesh(rGeo, templeMaterial, { x:0, y:bsh+ch+rh/2, z:0 }));
group.add(createGroundPlane());
return group;
}
function createResistanceMeetingAssembly() {
const group = new THREE.Group();
const tw=2, th=0.8, td=1, tt=0.1;
const ttg = new THREE.BoxGeometry(tw, tt, td);
group.add(createMesh(ttg, woodMaterial, { x:0, y:th-tt/2, z:0 }));
const lh=th-tt, ls=0.1;
const lg=new THREE.BoxGeometry(ls, lh, ls);
const lofW=tw/2-ls*1.5;
const lofD=td/2-ls*1.5;
group.add(createMesh(lg, woodMaterial, { x:-lofW, y:lh/2, z:-lofD }));
group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:-lofD }));
group.add(createMesh(lg.clone(), woodMaterial, { x:-lofW, y:lh/2, z:lofD }));
group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:lofD }));
const ss=0.4;
const sg=new THREE.BoxGeometry(ss, ss*0.8, ss);
group.add(createMesh(sg, darkWoodMaterial, { x:-tw*0.6, y:ss*0.4, z:0 }));
group.add(createMesh(sg.clone(), darkWoodMaterial, { x:tw*0.6, y:ss*0.4, z:0 }));
group.add(createGroundPlane(stoneMaterial));
return group;
}
function createForestAssembly(tc=10, a=10) {
const group = new THREE.Group();
const cT=(x,z)=>{
const tg=new THREE.Group();
const th=Math.random()*1.5+2;
const tr=Math.random()*0.1+0.1;
const tGeo = new THREE.CylinderGeometry(tr*0.7, tr, th, 8);
tg.add(createMesh(tGeo, woodMaterial, {x:0, y:th/2, z:0}));
const fr=th*0.4+0.2;
const fGeo=new THREE.SphereGeometry(fr, 8, 6);
tg.add(createMesh(fGeo, leafMaterial, {x:0, y:th*0.9, z:0}));
tg.position.set(x,0,z);
return tg;
};
for(let i=0; i<tc; i++){
const x=(Math.random()-0.5)*a;
const z=(Math.random()-0.5)*a;
if(Math.sqrt(x*x+z*z)>1.0) group.add(cT(x,z));
}
group.add(createGroundPlane(groundMaterial, a*1.1));
return group;
}
function createRoadAmbushAssembly() {
const group = new THREE.Group();
const a=12;
const fg = createForestAssembly(8, a);
group.add(fg);
const rw=3, rl=a*1.2;
const rGeo=new THREE.PlaneGeometry(rw, rl);
const rMat=new THREE.MeshStandardMaterial({color:0x966F33, roughness:0.9});
const r=createMesh(rGeo, rMat, {x:0, y:0.01, z:0}, {x:-Math.PI/2});
r.receiveShadow=true;
group.add(r);
const rkGeo=new THREE.SphereGeometry(0.5, 5, 4);
const rkMat=new THREE.MeshStandardMaterial({color:0x666666, roughness:0.8});
group.add(createMesh(rkGeo, rkMat, {x:rw*0.7, y:0.25, z:1}, {y:Math.random()*Math.PI}));
group.add(createMesh(rkGeo.clone().scale(0.8,0.8,0.8), rkMat, {x:-rw*0.8, y:0.2, z:-2}, {y:Math.random()*Math.PI}));
return group;
}
function createForestEdgeAssembly() {
const group = new THREE.Group();
const a=15;
const fg = createForestAssembly(15, a);
const ttr=[];
fg.children.forEach(c => {
if(c.type === 'Group' && c.position.x > 0) ttr.push(c);
});
ttr.forEach(t => fg.remove(t));
group.add(fg);
return group;
}
function createPrisonerCellAssembly() {
const group = new THREE.Group();
const cs=3, wh=2.5, wt=0.2, br=0.05, bsp=0.25;
const cfMat=stoneMaterial.clone();
cfMat.color.setHex(0x555555);
group.add(createGroundPlane(cfMat, cs));
const wbGeo=new THREE.BoxGeometry(cs, wh, wt);
group.add(createMesh(wbGeo, stoneMaterial, {x:0, y:wh/2, z:-cs/2}));
const wsGeo=new THREE.BoxGeometry(wt, wh, cs);
group.add(createMesh(wsGeo, stoneMaterial, {x:-cs/2, y:wh/2, z:0}));
group.add(createMesh(wsGeo.clone(), stoneMaterial, {x:cs/2, y:wh/2, z:0}));
const bGeo=new THREE.CylinderGeometry(br, br, wh, 8);
const nb=Math.floor(cs/bsp);
for(let i=0; i<nb; i++){
const xp=-cs/2+(i+0.5)*bsp;
group.add(createMesh(bGeo.clone(), metalMaterial, {x:xp, y:wh/2, z:cs/2}));
}
return group;
}
function createGameOverAssembly() {
const group = new THREE.Group();
const boxGeo = new THREE.BoxGeometry(2, 2, 2);
group.add(createMesh(boxGeo, gameOverMaterial, { x: 0, y: 1, z: 0 }));
group.add(createGroundPlane(stoneMaterial.clone().set({color: 0x333333})));
return group;
}
function createErrorAssembly() {
const group = new THREE.Group();
const coneGeo = new THREE.ConeGeometry(0.8, 1.5, 8);
group.add(createMesh(coneGeo, errorMaterial, { x: 0, y: 0.75, z: 0 }));
group.add(createGroundPlane());
return group;
}
function createCrossroadsAssembly() {
const group = new THREE.Group();
group.add(createGroundPlane(dirtMaterial, 30));
const poleGeo = new THREE.CylinderGeometry(0.1, 0.1, 3, 8);
group.add(createMesh(poleGeo, woodMaterial, { y: 1.5 }));
const signGeo = new THREE.BoxGeometry(1.5, 0.3, 0.05);
group.add(createMesh(signGeo, woodMaterial, { y: 2.5, z: 0.2 }, { y: Math.PI / 4 }));
group.add(createMesh(signGeo, woodMaterial, { y: 2.5, z: -0.2 }, { y: -Math.PI / 4 }));
const grassGeo = new THREE.ConeGeometry(0.2, 0.5, 6);
for (let i = 0; i < 20; i++) {
const x = (Math.random() - 0.5) * 15;
const z = (Math.random() - 0.5) * 15;
if (Math.abs(x) > 2 || Math.abs(z) > 2) {
group.add(createMesh(grassGeo, grassMaterial, { x, y: 0.25, z }, { y: Math.random() * Math.PI }));
}
}
const rockGeo = new THREE.SphereGeometry(0.3, 6, 6);
for (let i = 0; i < 10; i++) {
group.add(createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 10, y: 0.15, z: (Math.random() - 0.5) * 10 }, { y: Math.random() * Math.PI }));
}
return group;
}
function createRollingHillsAssembly() {
const group = new THREE.Group();
const hillGeo = new THREE.PlaneGeometry(50, 50, 10, 10);
const hillMat = grassMaterial.clone();
const hill = new THREE.Mesh(hillGeo, hillMat);
hill.rotation.x = -Math.PI / 2;
hill.receiveShadow = true;
for (let i = 0; i < hillGeo.attributes.position.count; i++) {
const x = hillGeo.attributes.position.getX(i);
const z = hillGeo.attributes.position.getZ(i);
hillGeo.attributes.position.setY(i, Math.sin(x * 0.2 + z * 0.2) * 2);
}
hillGeo.computeVertexNormals();
group.add(hill);
const shepherdGeo = new THREE.CylinderGeometry(0.1, 0.1, 1, 8);
group.add(createMesh(shepherdGeo, darkWoodMaterial, { x: 10, y: 2, z: -15 }));
const grassGeo = new THREE.ConeGeometry(0.3, 0.7, 6);
for (let i = 0; i < 50; i++) {
group.add(createMesh(grassGeo, grassMaterial, { x: (Math.random() - 0.5) * 40, y: 0.35, z: (Math.random() - 0.5) * 40 }, { y: Math.random() * Math.PI }));
}
return group;
}
function createCoastalCliffsAssembly() {
const group = new THREE.Group();
const cliffGeo = new THREE.BoxGeometry(10, 5, 10);
group.add(createMesh(cliffGeo, stoneMaterial, { y: 2.5 }));
const pathGeo = new THREE.PlaneGeometry(1, 10);
const path = createMesh(pathGeo, dirtMaterial, { x: -2, y: 2, z: 0 }, { x: -Math.PI / 2, z: -Math.PI / 4 });
group.add(path);
const oceanGeo = new THREE.PlaneGeometry(100, 100);
const ocean = createMesh(oceanGeo, oceanMaterial, { y: -2 }, { x: -Math.PI / 2 });
ocean.receiveShadow = false;
ocean.userData.update = (time) => {
ocean.position.y = -2 + Math.sin(time * 0.5) * 0.1;
};
group.add(ocean);
return group;
}
function createForestEntranceAssembly() {
const group = createForestAssembly(20, 12);
const rootGeo = new THREE.TorusGeometry(0.5, 0.1, 8, 16);
for (let i = 0; i < 10; i++) {
group.add(createMesh(rootGeo, woodMaterial, { x: (Math.random() - 0.5) * 8, y: 0.1, z: (Math.random() - 0.5) * 8 }, { x: Math.PI / 2 }));
}
return group;
}
function createOvergrownPathAssembly() {
const group = new THREE.Group();
group.add(createGroundPlane(dirtMaterial, 15));
const forest = createForestAssembly(15, 10);
group.add(forest);
const fungiGeo = new THREE.SphereGeometry(0.1, 8, 8);
for (let i = 0; i < 30; i++) {
group.add(createMesh(fungiGeo, glowMaterial, { x: (Math.random() - 0.5) * 8, y: 0.1, z: (Math.random() - 0.5) * 8 }));
}
const vineGeo = new THREE.CylinderGeometry(0.05, 0.05, 2, 8);
for (let i = 0; i < 10; i++) {
group.add(createMesh(vineGeo, leafMaterial, { x: (Math.random() - 0.5) * 6, y: 2, z: (Math.random() - 0.5) * 6 }, { z: Math.random() * Math.PI }));
}
return group;
}
function createClearingStatueAssembly() {
const group = new THREE.Group();
group.add(createGroundPlane(grassMaterial, 10));
const statueGeo = new THREE.BoxGeometry(0.8, 2, 0.8);
group.add(createMesh(statueGeo, stoneMaterial, { y: 1 }));
const mossGeo = new THREE.SphereGeometry(0.2, 8, 8);
for (let i = 0; i < 10; i++) {
group.add(createMesh(mossGeo, grassMaterial, { x: (Math.random() - 0.5) * 0.8, y: 0.5 + Math.random(), z: (Math.random() - 0.5) * 0.8 }));
}
const leafGeo = new THREE.PlaneGeometry(0.1, 0.1);
for (let i = 0; i < 20; i++) {
group.add(createMesh(leafGeo, leafMaterial, { x: (Math.random() - 0.5) * 5, y: 0.05, z: (Math.random() - 0.5) * 5 }, { y: Math.random() * Math.PI }));
}
return group;
}
function createGoblinAmbushAssembly() {
const group = createOvergrownPathAssembly();
const bodyGeo = new THREE.CylinderGeometry(0.3, 0.3, 1, 8);
const headGeo = new THREE.SphereGeometry(0.2, 8, 8);
const goblinMat = new THREE.MeshStandardMaterial({ color: 0x556B2F });
for (let i = -1; i <= 1; i += 2) {
const goblin = new THREE.Group();
goblin.add(createMesh(bodyGeo, goblinMat, { y: 0.5 }));
goblin.add(createMesh(headGeo, goblinMat, { y: 1.2 }));
const spearGeo = new THREE.CylinderGeometry(0.05, 0.05, 2, 8);
goblin.add(createMesh(spearGeo, woodMaterial, { x: 0.3, y: 1, z: 0 }, { z: Math.PI / 4 }));
goblin.position.set(i * 2, 0, 2);
group.add(goblin);
}
return group;
}
function createHiddenCoveAssembly() {
const group = new THREE.Group();
group.add(createGroundPlane(sandMaterial, 15));
const caveGeo = new THREE.BoxGeometry(3, 2, 3);
group.add(createMesh(caveGeo, stoneMaterial, { z: -5, y: 1 }));
const rockGeo = new THREE.SphereGeometry(0.5, 6, 6);
for (let i = 0; i < 15; i++) {
group.add(createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 10, y: 0.25, z: (Math.random() - 0.5) * 10 }));
}
const seaweedGeo = new THREE.ConeGeometry(0.2, 1, 6);
for (let i = 0; i < 10; i++) {
group.add(createMesh(seaweedGeo, leafMaterial, { x: (Math.random() - 0.5) * 8, y: 0.5, z: (Math.random() - 0.5) * 8 }));
}
return group;
}
function createDarkCaveAssembly() {
const group = new THREE.Group();
group.add(createGroundPlane(wetStoneMaterial, 10));
const wallGeo = new THREE.CylinderGeometry(3, 3, 5, 12, 1, true);
const wall = createMesh(wallGeo, stoneMaterial, { y: 2.5 }, { x: Math.PI / 2 });
wall.scale.set(1, 1, -1);
group.add(wall);
const dripGeo = new THREE.SphereGeometry(0.05, 8, 8);
for (let i = 0; i < 5; i++) {
const drip = createMesh(dripGeo, oceanMaterial, { x: (Math.random() - 0.5) * 2, y: 4, z: (Math.random() - 0.5) * 2 });
drip.userData.update = (time) => {
drip.position.y -= 0.1;
if (drip.position.y < 0) drip.position.y = 4;
};
group.add(drip);
}
return group;
}
// Game Data
const itemsData = {
"Flaming Sword":{type:"weapon", description:"A fiery blade"},
"Whispering Bow":{type:"weapon", description:"A silent bow"},
"Guardian Shield":{type:"armor", description:"A protective shield"},
"Healing Light Spell":{type:"spell", description:"Mends minor wounds"},
"Shield of Faith Spell":{type:"spell", description:"Temporary shield"},
"Binding Runes Scroll":{type:"spell", description:"Binds an enemy"},
"Secret Tunnel Map":{type:"quest", description:"Shows a hidden path"},
"Poison Daggers":{type:"weapon", description:"Daggers with poison"},
"Master Key":{type:"quest", description:"Unlocks many doors"},
"Crude Dagger":{type:"weapon", description:"A roughly made dagger."},
"Scout's Pouch":{type:"quest", description:"Contains odds and ends."}
};
const gameData = {
"1": { title: "The Crossroads", content: `<p>Dust swirls... Which path calls to you?</p>`, options: [ { text: "Enter the Shadowwood Forest (North)", next: 5 }, { text: "Head towards the Rolling Hills (East)", next: 2 }, { text: "Investigate the Coastal Cliffs (West)", next: 3 } ], illustration: "crossroads-signpost-sunny" },
"2": { title: "Rolling Hills", content: `<p>Verdant hills stretch before you... It feels peaceful...</p>`, options: [ { text: "Follow the narrow path", next: 4 }, { text: "Try to hail the distant shepherd (Charisma Check?)", next: 99 } ], illustration: "rolling-green-hills-shepherd-distance" },
"3": { title: "Coastal Cliffs Edge", content: `<p>You stand atop windswept cliffs... A precarious-looking path descends...</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 }, { text: "Scan the cliff face for easier routes (Wisdom Check)", check: { stat: 'wisdom', dc: 11, onFailure: 32 }, next: 33 } ], illustration: "windy-sea-cliffs-crashing-waves-path-down" },
"4": { title: "Hill Path Overlook", content: `<p>The path crests a hill... you see a small, overgrown shrine...</p>`, options: [ { text: "Investigate the overgrown shrine", next: 40 }, { text: "Continue towards the badlands", next: 41 } ], illustration: "hilltop-view-overgrown-shrine-wildflowers" },
"5": { title: "Shadowwood Entrance", content: `<p>Sunlight struggles to pierce the dense canopy... How do you proceed?</p>`, options: [ { text: "Follow the main, albeit overgrown, path", next: 6 }, { text: "Try to navigate through the lighter undergrowth", next: 7 }, { text: "Look for animal trails or signs of passage (Wisdom Check)", check: { stat: 'wisdom', dc: 10, onFailure: 6 }, next: 8 } ], illustration: "dark-forest-entrance-gnarled-roots-filtered-light" },
"6": { title: "Overgrown Forest Path", content: `<p>The path is barely visible... You hear a twig snap nearby!</p>`, options: [ { text: "Ready your weapon and investigate", next: 10 }, { text: "Attempt to hide quietly (Dexterity Check)", check: { stat: 'dexterity', dc: 11, onFailure: 10 }, next: 11 }, { text: "Call out cautiously", next: 10 } ], illustration: "overgrown-forest-path-glowing-fungi-vines" },
"7": { title: "Tangled Undergrowth", content: `<p>Pushing through ferns... You stumble upon a small clearing containing a moss-covered, weathered stone statue...</p>`, options: [ { text: "Examine the statue closely (Intelligence Check)", check: { stat: 'intelligence', dc: 13, onFailure: 71 }, next: 70 }, { text: "Ignore the statue and press on", next: 72 }, { text: "Leave a small offering (if possible)", next: 73 } ], illustration: "forest-clearing-mossy-statue-weathered-stone" },
"8": { title: "Hidden Game Trail", content: `<p>Your sharp eyes spot a faint trail... It leads towards a ravine spanned by a rickety rope bridge.</p><p>(+20 XP)</p>`, options: [ { text: "Risk crossing the rope bridge (Dexterity Check)", check: { stat: 'dexterity', dc: 10, onFailure: 81 }, next: 80 }, { text: "Search for another way across the ravine", next: 82 } ], illustration: "narrow-game-trail-forest-rope-bridge-ravine", reward: { xp: 20 } },
"10": { title: "Goblin Ambush!", content: `<p>Two scraggly goblins leap out, brandishing crude spears!</p>`, options: [ { text: "Fight the goblins!", next: 12 }, { text: "Attempt to dodge past them (Dexterity Check)", check: { stat: 'dexterity', dc: 13, onFailure: 10 }, next: 13 } ], illustration: "two-goblins-ambush-forest-path-spears" },
"11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p><p>(+30 XP)</p>`, options: [ { text: "Continue cautiously", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } },
"12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger.</p><p>(+50 XP)</p>`, options: [ { text: "Press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger" } },
"13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p><p>(+25 XP)</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
"14": { title: "Forest Stream Crossing", content: `<p>The path leads to a clear, shallow stream...</p>`, options: [ { text: "Wade across the stream", next: 16 }, { text: "Look for a drier crossing point (fallen log?)", next: 15 } ], illustration: "forest-stream-crossing-dappled-sunlight-stones" },
"15": { title: "Log Bridge", content: `<p>Further upstream, a large, mossy log spans the stream.</p>`, options: [ { text: "Cross carefully on the log (Dexterity Check)", check: { stat: 'dexterity', dc: 9, onFailure: 151 }, next: 16 }, { text: "Go back and wade instead", next: 14 } ], illustration: "mossy-log-bridge-over-forest-stream" },
"151": { title: "Splash!", content: `<p>You slip on the mossy log and tumble into the cold stream! You're soaked but unharmed.</p>`, options: [ { text: "Shake yourself off and continue", next: 16 } ], illustration: "character-splashing-into-stream-from-log" },
"16": { title: "Edge of the Woods", content: `<p>You emerge from the Shadowwood... Before you lie rocky foothills...</p>`, options: [ { text: "Begin the ascent into the foothills", next: 17 }, { text: "Scan the fortress from afar (Wisdom Check)", check: { stat: 'wisdom', dc: 14, onFailure: 17 }, next: 18 } ], illustration: "forest-edge-view-rocky-foothills-distant-mountain-fortress" },
"17": { title: "Rocky Foothills Path", content: `<p>The climb is arduous... The fortress looms larger now.</p>`, options: [ { text: "Continue the direct ascent", next: 19 }, { text: "Look for signs of a hidden trail (Wisdom Check)", check: { stat: 'wisdom', dc: 15, onFailure: 19 }, next: 20 } ], illustration: "climbing-rocky-foothills-path-fortress-closer" },
"18": { title: "Distant Observation", content: `<p>You notice what might be a less-guarded approach along the western ridge...</p><p>(+30 XP)</p>`, options: [ { text: "Take the main path into the foothills", next: 17 }, { text: "Attempt the western ridge approach", next: 21 } ], illustration: "zoomed-view-mountain-fortress-western-ridge", reward: { xp: 30 } },
"19": { title: "Blocked Pass", content: `<p>The main path is blocked by a recent rockslide!</p>`, options: [ { text: "Try to climb over (Strength Check)", check: { stat: 'strength', dc: 14, onFailure: 191 }, next: 190 }, { text: "Search for another way around", next: 192 } ], illustration: "rockslide-blocking-mountain-path-boulders" },
"20": { title: "Goat Trail", content: `<p>You discover a narrow trail barely wide enough for a mountain goat...</p><p>(+40 XP)</p>`, options: [ { text: "Follow the precarious goat trail", next: 22 } ], illustration: "narrow-goat-trail-mountainside-fortress-view", reward: { xp: 40 } },
"30": { title: "Hidden Cove", content: `<p>Your careful descent brings you to a secluded cove. A dark cave entrance is visible...</p><p>(+25 XP)</p>`, options: [ { text: "Explore the dark cave", next: 35 } ], illustration: "hidden-cove-beach-dark-cave-entrance", reward: { xp: 25 } },
"31": { title: "Tumbled Down", content: `<p>You lose your footing... landing hard on the sandy cove floor. You lose 5 HP. A dark cave entrance beckons.</p>`, options: [ { text: "Gingerly explore the dark cave", next: 35 } ], illustration: "character-fallen-at-bottom-of-cliff-path-cove", hpLoss: 5 },
"32": { title: "No Easier Path", content: `<p>You scan the cliffs intently but find no obviously easier routes.</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 } ], illustration: "scanning-sea-cliffs-no-other-paths-visible" },
"33": { title: "Smuggler's Steps?", content: `<p>Your keen eyes spot a series of barely visible handholds and steps carved into the rock...</p><p>(+15 XP)</p>`, options: [ { text: "Use the hidden steps (Easier Dex Check)", check: { stat: 'dexterity', dc: 8, onFailure: 31 }, next: 30 } ], illustration: "close-up-handholds-carved-in-cliff-face", reward: { xp: 15 } },
"35": { title: "Dark Cave", content: `<p>The cave smells of salt and decay. Water drips somewhere within.</p>`, options: [{ text: "Press deeper into the darkness", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" },
"40": { title: "Overgrown Shrine", content: `<p>Wildflowers grow thick around a small stone shrine. It feels ancient and neglected.</p>`, options: [{ text: "Examine the carvings (Intelligence Check)", check:{stat:'intelligence', dc:11, onFailure: 401}, next: 400 } ], illustration: "overgrown-stone-shrine-wildflowers-close" },
"41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth and jagged rock formations under a harsh sun.</p>`, options: [{ text: "Scout ahead", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" },
"190": { title: "Over the Rocks", content:"<p>With considerable effort, you manage to climb over the rockslide.</p><p>(+35 XP)</p>", options: [{text:"Continue up the path", next: 22}], illustration:"character-climbing-over-boulders", reward: {xp:35} },
"191": { title: "Climb Fails", content:"<p>The boulders are too unstable or sheer. You cannot climb them safely.</p>", options: [{text:"Search for another way around", next: 192}], illustration:"character-slipping-on-rockslide-boulders"},
"192": { title: "Detour Found", content:"<p>After some searching, you find a rough path leading around the rockslide, eventually rejoining the main trail.</p>", options: [{text:"Continue up the path", next: 22}], illustration:"rough-detour-path-around-rockslide"},
"21": { title: "Western Ridge", content:"<p>The ridge path is narrow and exposed, with strong winds threatening to push you off.</p>", options: [{text:"Proceed carefully (Dexterity Check)", check:{stat:'dexterity', dc: 14, onFailure: 211}, next: 22 } ], illustration:"narrow-windy-mountain-ridge-path" },
"22": { title: "Fortress Approach", content:"<p>You've navigated the treacherous paths and now stand near the outer walls of the dark fortress. Guards patrol the battlements.</p>", options: [{text:"Look for an unguarded entrance", next: 99}], illustration:"approaching-dark-fortress-walls-guards"},
"211": {title:"Lost Balance", content:"<p>A strong gust of wind catches you off guard, sending you tumbling down a steep slope! You lose 10 HP.</p>", options:[{text:"Climb back up and find another way", next: 17}], illustration:"character-falling-off-windy-ridge", hpLoss: 10},
"99": { title: "Game Over / To Be Continued...", content: "<p>Your adventure ends here (for now).</p>", options: [{ text: "Restart", next: 1 }], illustration: "game-over-generic", gameOver: true }
};
// Game State
let gameState = {
currentPageId: 1,
character: {
name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer",
level: 1, xp: 0, xpToNextLevel: 100,
stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 },
inventory: []
}
};
// Game Logic Functions
function startGame() {
const defaultChar = { name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer", level: 1, xp: 0, xpToNextLevel: 100, stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 }, inventory: [] };
gameState = { currentPageId: 1, character: { ...defaultChar } };
renderPage(gameState.currentPageId);
}
function handleChoiceClick(choiceData) {
const optionNextPageId = parseInt(choiceData.nextPage);
const itemToAdd = choiceData.addItem;
let nextPageId = optionNextPageId;
let rollResultMessage = "";
const check = choiceData.check;
if (isNaN(optionNextPageId) && !check) { console.error("Invalid choice data:", choiceData); return; }
if (check) {
const statValue = gameState.character.stats[check.stat] || 10;
const modifier = Math.floor((statValue - 10) / 2);
const roll = Math.floor(Math.random() * 20) + 1;
const totalResult = roll + modifier;
const dc = check.dc;
console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} = ${totalResult}`);
if (totalResult >= dc) {
nextPageId = optionNextPageId;
rollResultMessage = `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
} else {
nextPageId = parseInt(check.onFailure);
rollResultMessage = `<p class="roll-failure"><em>Check Failed! (${totalResult} vs DC ${dc})</em></p>`;
if (isNaN(nextPageId)) { console.error("Invalid onFailure ID:", check.onFailure); nextPageId = 99; }
}
}
if (itemToAdd && !gameState.character.inventory.includes(itemToAdd)) {
gameState.character.inventory.push(itemToAdd);
console.log("Added item:", itemToAdd);
}
gameState.currentPageId = nextPageId;
const nextPageData = gameData[nextPageId];
if (nextPageData) {
if (nextPageData.hpLoss) {
gameState.character.stats.hp -= nextPageData.hpLoss;
console.log(`Lost ${nextPageData.hpLoss} HP.`);
if (gameState.character.stats.hp <= 0) { gameState.character.stats.hp = 0; console.log("Player died!"); nextPageId = 99; }
}
if (nextPageData.reward) {
if (nextPageData.reward.xp) { gameState.character.xp += nextPageData.reward.xp; console.log(`Gained ${nextPageData.reward.xp} XP! Total: ${gameState.character.xp}`); }
if (nextPageData.reward.statIncrease) {
const stat = nextPageData.reward.statIncrease.stat;
const amount = nextPageData.reward.statIncrease.amount;
if (gameState.character.stats.hasOwnProperty(stat)) {
gameState.character.stats[stat] += amount;
console.log(`Stat ${stat} increased by ${amount}.`);
}
}
if(nextPageData.reward.addItem && !gameState.character.inventory.includes(nextPageData.reward.addItem)){
gameState.character.inventory.push(nextPageData.reward.addItem);
console.log(`Found item: ${nextPageData.reward.addItem}`);
}
}
const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2);
gameState.character.stats.maxHp = 10 + (conModifier * gameState.character.level);
gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp);
if (nextPageId === 99 && gameState.character.stats.hp <= 0) {
renderPageInternal(99, gameData[99], rollResultMessage);
return;
}
} else {
console.error(`Data for page ${nextPageId} not found!`);
renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>");
return;
}
renderPageInternal(nextPageId, gameData[nextPageId], rollResultMessage);
}
function renderPageInternal(pageId, pageData, message = "") {
if (!pageData) { console.error(`Render Error: No data for page ${pageId}`); return; }
storyTitleElement.textContent = pageData.title || "Untitled Page";
storyContentElement.innerHTML = message + (pageData.content || "<p>...</p>");
updateStatsDisplay();
updateInventoryDisplay();
choicesElement.innerHTML = '';
if (pageData.options && pageData.options.length > 0) {
pageData.options.forEach(option => {
const button = document.createElement('button');
button.classList.add('choice-button');
button.textContent = option.text;
let requirementMet = true;
if (option.requireItem && !gameState.character.inventory.includes(option.requireItem)) {
requirementMet = false;
button.title = `Requires: ${option.requireItem}`;
button.disabled = true;
}
if (requirementMet) {
const choiceData = { nextPage: option.next, addItem: option.addItem, check: option.check };
button.onclick = () => handleChoiceClick(choiceData);
} else {
button.classList.add('disabled');
}
choicesElement.appendChild(button);
});
} else {
const button = document.createElement('button');
button.classList.add('choice-button');
button.textContent = pageData.gameOver ? "Restart Adventure" : "The End";
button.onclick = () => handleChoiceClick({ nextPage: pageData.gameOver ? 1 : 99 });
choicesElement.appendChild(button);
if (!pageData.gameOver) choicesElement.insertAdjacentHTML('afterbegin', '<p><i>The path ends here.</i></p>');
}
updateScene(pageData.illustration || 'default');
}
function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
function updateStatsDisplay() {
const char=gameState.character;
statsElement.innerHTML = `<strong>Stats:</strong> <span>Lvl: ${char.level}</span> <span>XP: ${char.xp}/${char.xpToNextLevel}</span> <span>HP: ${char.stats.hp}/${char.stats.maxHp}</span> <span>Str: ${char.stats.strength}</span> <span>Int: ${char.stats.intelligence}</span> <span>Wis: ${char.stats.wisdom}</span> <span>Dex: ${char.stats.dexterity}</span> <span>Con: ${char.stats.constitution}</span> <span>Cha: ${char.stats.charisma}</span>`;
}
function updateInventoryDisplay() {
let h='<strong>Inventory:</strong> ';
if(gameState.character.inventory.length === 0){
h+='<em>Empty</em>';
} else {
gameState.character.inventory.forEach(i=>{
const d=itemsData[i]||{type:'unknown',description:'???'};
const c=`item-${d.type||'unknown'}`;
h+=`<span class="${c}" title="${d.description}">${i}</span>`;
});
}
inventoryElement.innerHTML = h;
}
function updateScene(illustrationKey) {
if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
scene.fog = null;
scene.background = new THREE.Color(0x222222);
camera.position.set(0, 2.5, 7);
camera.lookAt(0, 0.5, 0);
let assemblyFunction;
switch (illustrationKey) {
case 'city-gates': assemblyFunction = createCityGatesAssembly; break;
case 'weaponsmith': assemblyFunction = createWeaponsmithAssembly; break;
case 'temple': assemblyFunction = createTempleAssembly; break;
case 'resistance-meeting': assemblyFunction = createResistanceMeetingAssembly; break;
case 'shadowwood-forest': assemblyFunction = createForestAssembly; break;
case 'road-ambush': assemblyFunction = createRoadAmbushAssembly; break;
case 'forest-edge': assemblyFunction = createForestEdgeAssembly; break;
case 'prisoner-cell': assemblyFunction = createPrisonerCellAssembly; break;
case 'game-over': case 'game-over-generic': assemblyFunction = createGameOverAssembly; break;
case 'error': assemblyFunction = createErrorAssembly; break;
case 'crossroads-signpost-sunny':
scene.fog = new THREE.Fog(0x87CEEB, 10, 30);
scene.background = new THREE.Color(0x87CEEB);
camera.position.set(0, 3, 10); camera.lookAt(0, 1, 0);
assemblyFunction = createCrossroadsAssembly; break;
case 'rolling-green-hills-shepherd-distance':
scene.fog = new THREE.Fog(0xA8E4A0, 15, 50);
camera.position.set(0, 5, 15); camera.lookAt(0, 2, -5);
assemblyFunction = createRollingHillsAssembly; break;
case 'windy-sea-cliffs-crashing-waves-path-down':
scene.fog = new THREE.Fog(0x6699CC, 10, 40);
scene.background = new THREE.Color(0x6699CC);
camera.position.set(5, 5, 10); camera.lookAt(-2, 0, -5);
assemblyFunction = createCoastalCliffsAssembly; break;
case 'dark-forest-entrance-gnarled-roots-filtered-light':
scene.fog = new THREE.Fog(0x2E2E2E, 5, 20);
camera.position.set(0, 2, 8); camera.lookAt(0, 1, 0);
assemblyFunction = createForestEntranceAssembly; break;
case 'overgrown-forest-path-glowing-fungi-vines':
scene.fog = new THREE.Fog(0x1A2F2A, 3, 15);
camera.position.set(0, 1.5, 6); camera.lookAt(0, 0.5, 0);
assemblyFunction = createOvergrownPathAssembly; break;
case 'forest-clearing-mossy-statue-weathered-stone':
scene.fog = new THREE.Fog(0x2E4F3A, 5, 25);
camera.position.set(0, 2, 5); camera.lookAt(0, 1, 0);
assemblyFunction = createClearingStatueAssembly; break;
case 'two-goblins-ambush-forest-path-spears':
scene.fog = new THREE.Fog(0x2E2E2E, 5, 20);
camera.position.set(0, 2, 7); camera.lookAt(0, 1, 0);
assemblyFunction = createGoblinAmbushAssembly; break;
case 'hidden-cove-beach-dark-cave-entrance':
scene.fog = new THREE.Fog(0x336699, 5, 30);
scene.background = new THREE.Color(0x336699);
camera.position.set(0, 2, 8); camera.lookAt(0, 1, -2);
assemblyFunction = createHiddenCoveAssembly; break;
case 'dark-cave-entrance-dripping-water':
scene.fog = new THREE.Fog(0x1A1A1A, 2, 10);
scene.background = new THREE.Color(0x1A1A1A);
camera.position.set(0, 1.5, 4); camera.lookAt(0, 1, 0);
assemblyFunction = createDarkCaveAssembly; break;
default:
console.warn(`Unknown illustration key: "${illustrationKey}". Using default.`);
assemblyFunction = createDefaultAssembly; break;
}
try {
currentAssemblyGroup = assemblyFunction();
scene.add(currentAssemblyGroup);
adjustLighting(illustrationKey);
} catch (error) {
console.error(`Error creating assembly for ${illustrationKey}:`, error);
currentAssemblyGroup = createErrorAssembly();
scene.add(currentAssemblyGroup);
}
}
function adjustLighting(illustrationKey) {
scene.children.forEach(child => {
if (child.isLight && child !== scene.children.find(c => c.isAmbientLight)) {
scene.remove(child);
}
});
const ambient = scene.children.find(c => c.isAmbientLight);
let directionalLight;
switch (illustrationKey) {
case 'crossroads-signpost-sunny':
ambient.intensity = 0.8;
directionalLight = new THREE.DirectionalLight(0xFFF8E1, 1.5);
directionalLight.position.set(10, 15, 10);
break;
case 'dark-forest-entrance-gnarled-roots-filtered-light':
case 'overgrown-forest-path-glowing-fungi-vines':
ambient.intensity = 0.3;
directionalLight = new THREE.DirectionalLight(0xA8E4A0, 0.6);
directionalLight.position.set(5, 10, 5);
break;
case 'dark-cave-entrance-dripping-water':
ambient.intensity = 0.1;
directionalLight = new THREE.DirectionalLight(0x666666, 0.2);
directionalLight.position.set(2, 5, 2);
break;
default:
ambient.intensity = 0.5;
directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
directionalLight.position.set(8, 15, 10);
}
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.set(1024, 1024);
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 50;
directionalLight.shadow.camera.left = -15;
directionalLight.shadow.camera.right = 15;
directionalLight.shadow.camera.top = 15;
directionalLight.shadow.camera.bottom = -15;
scene.add(directionalLight);
}
document.addEventListener('DOMContentLoaded', () => {
console.log("DOM Ready.");
try {
initThreeJS();
startGame();
} catch (error) {
console.error("Init failed:", error);
storyTitleElement.textContent = "Error";
storyContentElement.innerHTML = `<p>Init Error. Check console.</p><pre>${error}</pre>`;
}
});
</script>
</body>
</html> |